World

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Satisfactory takes place on a single world (or "map"). The map is hand-crafted and features no procedural generation.[1] The world is 30 km2 (or 5.4 km x 5.4 km) see below.[1] There are multiple biomes present in the world including deserts, forests, lakes, grassfields, mountains and caves (see below for a complete list).[2][3] The landscape cannot be deformed or changed in any way, nor terraformed.[4] There is no changing weather in the world,[5] however there is a Day/Night cycle. Although some machines visibly emit smoke or smog, there is no concept of pollution and thus creatures will never attack the factory.[6]

The world also contains creatures for the Engineer to encounter, several of which are hostile.

The playable world (in-game referred to as "your FICSIT designated sector") is a part of a planet called MASSAGE-2(A-B)b in the binary star system of Akycha.

Starting areas[edit | edit source]

The player can choose one of four locations to start in: the Grasslands, Rocky Desert, Northern Forest or Dune Desert. The pros and cons of each starting area has been reviewed in a video.[7]

Grasslands[edit | edit source]

Ideal for first-time pioneers
The first viable building location FICSIT had found, standing out because of its open and relatively flat fields. Considering the distances between mining locations, building outposts and/or large transportation lines may be necessary eventually.

Grass Fields Area.png

Rocky Desert[edit | edit source]

Suitable for first-time pioneers
The textbook example of a FICSIT-approved building location, with balanced resources, space, and distances. Additionally, it is very close to the sea, making water an easy commodity.

Rocky Desert Area.png

Northern Forest[edit | edit source]

Good for more experienced pioneers
A lush building location with many height differences and a few open areas, challenging conventional building and planning methods. Despite these challenges, it caught our eye due to the richness of its resources.

Northern Forest Area.png

Dune Desert[edit | edit source]

Recommended for advanced pioneers
Initially considered too risky, further investigation has convinced us that this area is viable for building with its large, open spaces and plentiful mining locations. Foliage and water locations are rare and contained, making initial power set-ups challenging.

Dune Desert Area.png

Biomes[edit | edit source]

Biome Map
Isometric Rendered Grid Map, Artist: Reddit user "PhotocytePC" Derivative work of reddit "Jcpo23"

According to the Map that appeared in one of the Developer's Highlights,[8][9] there are 21 named biomes, 4 of which are the starting areas:

Biomes
Name Grid Description Biomass Terrain difficulty Hostility
Abyss Cliffs X5Y1 Small mountainous area with lots of stone bridges with numerous buttes at different heights.
Abyss Cliffs.png
very low
very high
low
Blue Crater 4XY0-Y1 Sunken area filled with many large multi-layered fungus, with lots of cavities formed in-between. Mycelia and Bacon Agaric are common on the ground.
Blue Crater.png
moderate
high
high
Crater Lakes X2Y3 A highland with multiple craters that leads to Red Bamboo Fields.
Crater Lakes.png
moderate
medium
medium
Desert Canyons X2Y4-X4Y3 Huge long canyon with indestructible stone mushrooms.
Desert Canyons.png
low
medium
medium
Dune Desert X5Y3-X6Y5 One of the Starting Areas. Huge open desert featuring large sand dunes and rocky terrain. Grouped biomass only available in the tree oasi makes early game considerably more challenging. Numerous rocks on the ground mark the entrance to various caves.
Dune Desert Area.png
low
low
low
Dangle Spires X1Y1 Area cut through with ravines, contains trees and arc-shaped stones. Contains one of the largest and tallest cave in the world.
Dangle Spires.png
moderate
high
medium
Eastern Dune Forest X3Y1-X4 Sandy forest located at the East of the world. Patches of sand dunes are separated by thin grassy areas.
Eastern Dune Forest.png
moderate
low
low
Grasslands X2Y0 One of the Starting Areas. Large open grassy area, often with impure nodes. Stone arches are the landmarks in the area. Hogs are common.
Grass Fields Area.png
moderate
very low
low
Islands X0Y1 A set of islands with the foliage of Grasslands, important for the presence of Oil nodes, nicknamed "the gold coast".
Islands.png
low
low
medium
Lake Forest X3Y3 Forest with a big lake in the middle and a small swampy area near the cliff.
Lake Forest.png
moderate
medium
medium
Maze Canyons X4Y3 A rocky area with many stone bridges criss-crossed at different heights, resembles a 3D maze. Poison pillars can be found on most of the high grounds.
Maze Canyons.png
low
high
low
Northern Forest X2Y3-Y4 One of the Starting Areas. Grassy area with hills and moderate amount of biomass. The uneven ground makes base building in the early-game difficult without Foundations.
Northern Forest Area.png
moderate
medium
low
Red Bamboo Fields X2Y3-X3Y3 Highland with red foliage, consisting of a dense bamboo forest and a numbers of tall, indestructible trees and flower plant. Filled with Spitters, Stingers and Slugs.
Red Bamboo Fields.png
very high
high
very high
Red Jungle X1Y2-X2Y2 Highland with red foliage, has large trees mixed with red bamboos, stone arches and lots of strong hostile creatures. Features large open sided caves.Has many invisible plants.
Red Jungle.png
very high
very high
very high
Rocky Desert X0Y4-X1Y3 One of the Starting Areas. Open desert area rich with resource nodes. Some of the highest rocky spires are located here.
Rocky Desert Area.png
moderate
medium
medium
Snaketree Forest X2Y1 Small, hilly forest with small trees beside the Grasslands.
Snaketree Forest.png
moderate
low
low
Southern Forest X3Y3 Dense forest with blue foliages. Travelling in the night is not advised.
Southern Forest.png
high
medium
medium
Spire Coast X3Y5-X4Y4 A coast with tall mesa bordering the Dune Desert and Desert Canyon. There are many multi-layered caves within the mesa mountains.
Spire Coast.png
very low
high
low
Swamp X5Y2 Area with lots of water and trees. Mostly covered in Poison Gas. Stingers and Alpha Spitters are common. Features several large caves.
Swamp.png
moderate
very high
high
Titan Forest X3Y2-X5Y3 Forest on a moderately high ground with humongous indestructible trees.
Titan Forest.png
moderate
very high
medium
Western Dune Forest X1Y2-X2Y1 Sandy forest located at the West of the world, with lakes and a small waterfall. Coals are plenty.
Western Dune Forest.png
moderate
medium
low

Grid size is roughly 1km x 1km size. Grid numbering starts with X:0, Y:0 from the south-west corner.

There used to be two separate biomes that have become parts of other biomes: Savanna → Rocky Desert and No Man's Land → Grasslands.[9]

A fan-made map with highlighted regions can be found on Reddit.[10] [11] (now outdated).

Caves[edit | edit source]

The Satisfactory world is filled with more than 52 caves. The 4 largest and most important caves are listed below. Stingers are common and appear in nearly every cave.

Name Contents Entrances
Grassland Uranium cave A long cave with lots of curves and height differences. Contains one of the three Uranium nodes. 2
Swamp Waterfall cave An open cave located behind the large waterfall in the Swamp. Contains one of the three Uranium nodes. 2
Desert cave A large cave in the Rocky Desert. Has two Quartz and one S.A.M. node inside. 5
Tunnel A short but open cave linking the Dangle Spires and the Rocky Desert. 3
  • Continue reading: Cave

World traversal[edit | edit source]

Regardless of where you are in the world and what parts of it are loaded, your factories and vehicles will continue to run.[12]

Players are discouraged from exploring off the edges of the map by a lack of resources and collectibles. If a player continues out of pure curiosity, they will go out-of-bounds, and begin taking about 1 health segment per second in damage. Unlike the poison gas, the out-of-bounds damage can be blocked by piloting a vehicle (which will then take the damage instead). Buildings can be constructed as normal in the out-of-bounds zone. The border at the East side of the map can cause instant death.

Void[edit | edit source]

  • The void refers to any area that is not covered by natural terrain beneath.
  • If the engineer touches the surface of the void, i.e. by falling into it, their health will start to quickly deplete and after reaching a certain Z-value, die instantly.
  • The world is surrounded by a combination of the water body and the void.
  • There are several void openings in the world.
  • The bottom surface of the entire world is consists of the void. It can be observed if the engineer happens to 'clip' through the terrain or by navigating below the world through the edges.
  • Two of the common methods to navigate around the void are flying with the Jetpack and by building Foundations.

Mountains[edit | edit source]

There are a lot of tall mountains in the game, however the tallest terrain is located at the North of Rocky Desert. It is a rock pillar, standing 488 meters high above sea level, or Z:470.

Sea[edit | edit source]

  • There are 2 seas in the world; One bordering the North and West sides of the map, and one on the East side. Both sea levels are set at Z:-18.
  • As such 18 meters above the sea level will be referred to as '0 meters' high.
  • There is a small void in the North East where the North sea visually flows into the void with waterfall, however the entire area is swimmable and you can place water extractors on it.

World size[edit | edit source]

  • The world size is roughly 5.4km x 5.4km as mentioned officially. However, this refers to the land mass of the "island", or the playable world. The actual world size, including the void and the sea, is 7.5 x 7.5 km.
  • Engineers take damage beyond Z:-244 (underground) and Z:1997 (sky), measured on the foundation the engineer is standing on. It is not measured whether the z-axis border is at a uniform height.
  • Engineers can further build out 100 meters beyond the death border while staying within the border. Buildings are not be damaged by this border, but vehicles (that can be damaged) are.
  • This means the theoretical buildable volume is 144.6 km3. Without 'cheating' 100 meters beyond world border, this reduces to 126 km3.
  • The tallest factory building in game is Refinery with 30 meters high, and the slimmest foundation is 1 meter high. This means at least a 72-floors factory can be built, each housing at least a Refinery.
  • The 'death border' is not a cuboid. On the x-y plane, it is polygon shaped: a square with two triangles removed from the SE and SW corners. The area removed from SE is larger.
    • The border along the East side of the world is the instant-death border, while the remaining edges only reduce the engineer's HP gradually.
  • The East-to-West border is measured 7456 meters (932 foundations).

Day-night cycle[edit | edit source]

One day on Massage-2(AB)b lasts for 50 real-world minutes, the night time is 5 minutes long and the day time is 45 minutes long. Both the Sun and the Moon rise in the North-West and set in the South-East. There are also several other planets that can be seen hovering on the background of the sky.

As the Sun or Moon move, the shadow of the Space Elevator sweeps around the world, no matter how far the land is from the Space Elevator. This can be potentially used as a sundial.

Gravity[edit | edit source]

  • The world's gravitational acceleration is measured to be about 11.2 m/s² (slightly stronger than Earth's).
  • Despite the stronger gravity, engineers can jump higher and further in the game.
  • When falling from height, engineer quickly reaches the terminal velocity.
  • Most creatures, except Stingers, can receive fall damage due to gravity.

Tips[edit | edit source]

  • Recent updates to the game have made Water necessary for mid-game power generation. First-time pioneers may find the Grasslands lacking in abundant water sources and might prefer to choose the Rocky Desert to start due to its abundant water sources.
  • The selection of a starting zone does not limit the scope of a pioneer's exploration and expansion. A pioneer can both explore and expand their factories and transportation systems into all the biomes available in the new game selection screen.

Trivia[edit | edit source]

  • Internally, the x, y and z coordinates are measured in centimetres (cm).

Gallery[edit | edit source]

See also[edit | edit source]

Web Resources[edit | edit source]

References[edit | edit source]